Destiny 2's Season of the Haunted has completely reworked all Solar subclasses. Gunslingers, Dawnblades, and Sunbreakers have all been converted from the original subclass branch system into the more recent Aspects and Fragments system.
Related: Destiny 2: A Complete Guide To Void 3.0
Introduced with Stasis, Aspects and Fragments allow you to pick exactly how you want your character to behave. Pick from multiple build-defining traits, powerful passive bonuses, and a plethora of abilities to create the ultimate Guardian. This guide will walk you through what Solar 3.0 is, the core fundamentals of what makes Solar special, and we'll cover every Aspect tied to this element. We'll also showcase what each Solar Fragment does for all Solar subclasses.
Updated February 28, 2023, by Charles Burgar: Lightfall has adjusted ability cooldowns across the board and added new Solar Fragments for Guardians to unlock. We've updated this guide with new ability cooldown values, Fragment descriptions, and added all new Fragments introduced in Season of Defiance.
What Is Solar 3.0?
Solar 3.0 is an overhaul to Destiny 2's Solar subclasses—Gunslinger Hunter, Dawnblade Warlock, and Sunbreaker Titan. All Solar subclasses now use Aspects and Fragments to dictate their functionality, similar to how Stasis and Void work. Instead of choosing between one of three subclass trees, you'll get to choose between multiple Supers, grenades, melee abilities, and two Aspects. The Aspects you select determine how many Fragments you can allocate.
Solar 3.0 is a net buff for all subclasses. Gunslingers can now buff weapon damage reliably. Dawnblades have more movement tools than ever before. And Sunbreakers have more ways to disintegrate hordes of enemies. A few nodes from the previous system have been removed with this 3.0 conversion, although most of Destiny's iconic Solar passives have been preserved.
What Are Aspects And Fragments?
Aspects are class-specific perks that introduce additional functionality to your subclass. Each Solar subclass has access to three Aspects exclusive to them, but you can only equip two of them at once. Aspects range from powerful passive bonuses to new movement abilities you can use mid-combat. Each Aspect also comes with a certain number of Fragment slots, denoted by a number of pips under the Aspect's image.
Fragments are class-agnostic passives that help flesh out your subclass. All Solar classes can use all Solar Fragments. For example, a Gunslinger and Sunbreaker could both use the Tempering Fragment to buff their in-air effectiveness. Fragments aren't as powerful as Aspects, yet you can equip far more of them on average. Fragments can also affect your character's stats positively or negatively. For example, a utility-focused Fragment might grant +10 Recovery to make it more enticing for Warlock builds. Conversely, a powerful Fragment could drop your Discipline by -10.
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Unlocking Solar 3.0
Veteran Destiny players will have Solar 3.0 automatically unlocked upon logging in. New Lights will need to unlock Solar 3.0 through the New Light tutorial. Solar Aspects, Fragments, and grenades may all be purchased from Ikora Rey at the Tower. Each item costs a small sum of Glimmer.
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Related: Destiny 2: Best Enhanced Perks To Spend Ascendant Shards On
Solar Keywords Explained
Subclasses in Destiny 2 feature keywords, verbs that are shorthand for a unique buff or interaction. When you hover over a Solar Aspect or Fragment, you might see a particular word highlighted. That's a keyword. Certain subclass features and Exotics can utilize that keyword to great effect or alter it. Let's go over what these keywords mean:
Buffs
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Debuffs
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Cure
You are healed in a burst of mending Solar Light.
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Scorch
The target is singed by destructive Solar Light, taking damage over time. Scorch damage increases as the target accumulates more Scorch stacks. After 100 Scorch stacks are applied to the target, they will Ignite.
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Restoration
You continuously regenerate health and shields over time. Cannot be interrupted by taking damage.
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Radiant
Your weapons are enhanced by the power of the Traveler and deal increased damage to foes.
Counters Barrier Champions
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Ignite
A large, damaging Solar explosion in an area around the target.
Staggers Unstoppable Champions
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Subclass Pickup
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Firesprite
A flaming well of energy that grants grenade energy. Use certain Solar Fragments to spawn Firesprites.
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Cure Explained
Cure Values
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Stacks
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PvE
|
PvP
|
Cure x1
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60 HP
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30 HP
|
Cure x2
|
110 HP
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60 HP
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Cure x3
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130 HP
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120 HP
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Cure is an instant heal that restores a set amount of health and shields. Higher Cure stacks restore a greater amount of health and shields. This effect works in PvE and PvP, although the effects of Cure are diminished in the Crucible. It is the Dawnblade Warlock's specialty.
For reference, Guardians have 70 HP at all Resilience levels and around 115-130 shields. Assuming your Guardian has T0 Resilience, you'll have 185 total health. This means a Cure x1 source would heal you for around 35% of your total health in PvE and 18% in PvP. Since Cure heals a flat amount of health, it does not scale with higher Resilience values.
Some common Cure sources include:
Cure x1
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Healing Grenade
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Cure x1
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Icarus Dash Multikills
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Cure x2
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Healing Grenade with Touch of Flame
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Cure x3
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Healing Grenade with Touch of Flame and Heat Rises
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Restoration Explained
Restoration Values
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Stacks
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PvE
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PvP
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Restoration x1
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40 HP per second
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20 HP per second
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Restoration x2
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65 HP per second
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32.5 HP per second
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Restoration regenerates your health and shields at a fixed rate that cannot be interrupted. This effect lasts for four seconds by default, six with Ember of Solace. Recovery does not affect the Restoration stat, although Recovery's passive health regeneration and Restoration can be active simultaneously. It is the Sunbreaker Titan's specialty.
Stacking Restoration effects will only reset your current cooldown. Restoration sources do not stack to provide stronger healing benefits. For example, you cannot stack multiple Restoration x1 sources to achieve Restoration x2. Restoration works in PvE and PvP, although its regeneration effect in the Crucible is greatly reduced. Well of Radiance appears to give a hidden Restoration x3 effect that can be extended with Ember of Empyrean.
Common sources of Restoration include:
Restoration x1
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Healing Grenade
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Restoration x1
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Sol Invictus and Loreley Splendor
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Restoration x2
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Healing Grenades with Touch of Flame
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Restoration x2
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Phoenix Dive with Heat Rises
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Radiant Explained
While Radiant, your weapons pierce Barrier Champion shields.
Radiant Values
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PvE
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PvP
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25%
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10%
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Radiant increases the damage of all weapons for ten seconds, reduced to eight seconds if Radiant was obtained through Ember of Torches. The duration of Radiant can be extended to 15 seconds (12 with Torches) through the Ember of Solace Fragment. This effect works in PvE and PvP, although the effect's magnitude is lower in the Crucible. This is the Gunslinger Hunter's specialty. Consult our buffs and debuffs guide to learn how Radiant behaves with other buffs.
Common sources of Radiant include Lightweight Throwing Knives, Acrobat's Dodge, Ember of Torches, and Well of Radiance.
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Scorch Explained
Scorch Damage Values
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Stacks
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PvE
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PvP
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Scorch x10
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287 per second
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1 per second
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Scorch x20
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400 per second
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2 per second
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Scorch x30
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512 per second
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3 per second
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Scorch x40
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625 per second
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4 per second
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Scorch x50
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737 per second
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5 per second
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Scorch x60
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873 per second
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6 per second
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Scorch x70
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962 per second
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7 per second
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Scorch x80
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1,106 per second
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8 per second
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Scorch x90
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1,219 per second
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9 per second
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Scorch is a damage-over-time effect that increases in magnitude with each source of Scorch applied. Every source of Scorch will inflict between 5-60 Scorch stacks on the target, causing them to burn. This burn rapidly decays if Scorch has not been inflicted on the target within the last two seconds. Scorch stacks cap out at 100, at which point the target will cause an Ignite—Destiny's terminology for a Solar explosion. Every class can Scorch targets.
This sounds much more complicated than it really is. In essence, if an ability or weapon says it Scorches someone, it'll cause them to burn. Should you spam Scorch sources on the target, they'll be afflicted with an even stronger damage-over-time effect. This burn will start decaying after two seconds of no additional Scorch application, decaying at a rate of about 18-20 Scorch stacks per second. Enemies will continue to burn until either they lose Scorch stacks or reach 100. Should they reach 100 Scorch stacks, the target will explode and have all Scorch stacks purged. Scorch cannot kill someone in the Crucible.
Your Scorch's damage is determined by the number of stacks the target has. From PvE testing, it appears that Scorch has a mostly linear curve when it comes to scaling damage. Every ten stacks will add around 112 damage base damage in PvE, scaled through your Power and certain Exotics (notably Dawn Chorus and Winter's Guile for Warlocks). When your Scorch stacks exceed 60, your Scorch ticks will deal 2.5% more damage, rounded up. This results in Scorch values 60-90 deviating from this linear curve slightly, as shown in the table above. Values showcased are hand tested and have a small margin of error.
Notable sources of Scorch include most Solar abilities, Sunspots, and the Incandescent perk.
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Ignite Explained
Ignitions stun Unstoppable Champions.
Ignite Damage Values
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PvE
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PvP
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36,144
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120
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Ignite is a debuff that causes the afflicted target to explode, dealing massive damage over an eight-meter radius. You can Ignite targets through certain abilities, Exotics, or by inflicting 100 Scorch stacks onto a target. Ignite deals enough damage to kill rank and file enemies in PvE and significantly damage Guardians in PvP. This effect has a short cooldown between activations. All classes can Ignite.
All Ignites experience damage falloff, although you can modify their area of effect with certain Fragments. When an Ignite occurs, damage scalars impacting your abilities can amplify the Ignite's AoE damage. For example, if you use Synthoceps and have its 200% damage buff active, Ignites created through your melee ability will deal 200% more damage. In PvP, Ignites are powerful but can't one-shot Guardians on their own.
Common sources of Ignite include the Titan's Consecration Aspect, the Hunter's Gunpowder Gamble grenade, and the Ember of Combustion Fragment.
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Firesprites Explained
Firesprites are Solar wells of energy that grant 10% grenade energy when grabbed. Any Firesprites created are generated for the creator only and linger for 12 seconds; they are not shared among fireteam members. Certain Artifact mods also synergize with Firesprites, allowing them to interact with Armor Charge mods. All subclasses can generate Firesprites.
Some Solar Fragments allow players to spawn Firesprites, notably Ember of Tempering, Combustion, and Searing.
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All Sources Of Scorch
Each ability section of this guide also lists Scorch stacks when applicable. This section is intended to be a quick reference point for buildcrafting. If you're new to Solar 3.0, consider skipping this section.
Not all sources of Scorch are created equal. Some abilities or Exotics inflict far more Scorch than you might expect. Most abilities state that they apply a minor, moderate, or heavy amount of Scorch. In general, these abilities inflict the following Scorch stacks:
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Slightly: 5-20 Scorch stacks
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Moderately: 40 Scorch stacks
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Heavily: 60 Scorch stacks
Grenades
Grenade
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Scorch Stacks
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Swarm
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5 per nanite (40 total)
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Thermite
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10
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Firebolt
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20
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Solar
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20 on impact, 14 per second
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Fusion
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40
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Tripmine
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40
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Incendiary
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60
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Most grenades won't trigger an Ignite on their own, although it is possible to combo a grenade with another ability to cause an explosion. For example, Hunters can use the Incendiary grenade with Knife Trick to inflict an Ignite with ease. Warlocks can use Starfire Protocol to rapidly throw two Fusion Grenades. Buffed with Ember of Ashes, both grenades will trigger an Ignition.
Melee Abilities
Melee Ability
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Scorch Stacks
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Celestial Fire (Warlock)
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10 per projectile (30 total)
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Incinerating Snap (Warlock)
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20 per projectile (100 total)
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Knife Trick (Hunter)
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20 per knife (60 total)
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Roaring Flames Punch (Titan)
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30
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Consecration (Titan)
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40
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Hammer Strike (Titan)
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40
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Incinerating Snap is the only melee that can Ignite on its own. Ember of Ashes makes it far easier for Incinerating Snap to Ignite targets, and it makes Knife Trick capable of inflicting 90 Scorch stacks onto a target. Titans can also inflict Scorch with their uncharged melee attacks while Roaring Flames is active.
Exotics And Perks
Weapons And Perks
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Prometheus Lens
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0.67 per shot
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Skyburner's Oath
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3 per hip-fire shot
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Incandescent
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30
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Enhanced Incandescent
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35
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Ember of Char
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40
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Exotic Armor
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Dawn Chorus (Warlock)
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30 per Daybreak projectile
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The Bombardiers (Hunter)
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40
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Caliban's Hand (Hunter)
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60
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Exotics that inflict burns must specify that they Scorch targets to benefit from Solar 3.0 keywords. For example, the burn inflicted by Ticuu's Divination is not a Scorch debuff, preventing it from synergizing with any Solar 3.0 Aspects and Fragments. Any Exotics or perks not mentioned in the tables above do not count as a source of Scorch.
All Hunter dodges apply the same 40 Scorch stacks while The Bombardiers Exotic is equipped. Dawn Chorus causes your Scorch stacks to deal three times as much damage, and it buffs the Daybreak Super to inflict 30 Scorch stacks per projectile. As with all other Scorch sources, you can increase the number of stacks applied through the Ember of Ashes Fragment.
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Related: Destiny 2: Ability Cooldowns And Super Tiers Explained
Solar Grenades
Firebolt Grenade
Grenade Type
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Lock On Projectiles
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Cooldown
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1:04
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Scorch
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Inflicts 20 Scorch on hit
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Properties
|
Releases bolts to nearby targets
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Firebolt Grenades detonate on contact, creating a brief ring of flame. Any targets caught inside the Firebolt ring will be damaging by a flaming bolt, dealing small damage while inflicting 20 Scorch (30 with Ember of Ashes). To compensate for its low damage output, FIrebolt Grenades have a short cooldown of 64 seconds. Up to three targets may be damaged by a Firebolt Grenade, increased to four with the Warlock's Touch of Flame Aspect.
Fusion Grenade
Grenade Type
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Explosive Projectile
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Cooldown
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1:13
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Scorch
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Inflicts 40 Scorch on detonation
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Properties
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Heavy aim assist, delayed explosion
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Throw out a projectile that magnetizes to the target, exploding after a short delay. Anyone caught in the blast radius suffers 40 Scorch stacks (60 with Ember of Ashes). Warlocks can use the Touch of Flame Aspect to trigger two detonations from a Fusion Grenade. This is a great way to make Starfire Protocol a useful DPS Exotic in endgame PvE content.
Healing Grenade
Grenade Type
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Projectile, Lingering Pickup
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Cooldown
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1:31
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Heal
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Grants x2 Cure, pickup grants x1 Restoration
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Properties
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Grants Cure on impact, Restoration when grabbed
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Healing Grenades stick to any surface they contact, granting x2 Cure to anyone near the impact radius while creating a sphere of bright light that temporarily lingers. Anyone who walks over the sphere gains four seconds of x1 Restoration, extended to six seconds with Ember of Solace. Warlocks with the Touch of Flame Aspect will grant x3 Cure on impact and x2 Restoration instead. Consuming the grenade through Heat Rises also triggers a stronger Cure effect.
Incendiary Grenade
Grenade Type
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Bouncing Projectile, Explodes
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Cooldown
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1:45
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Scorch
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Inflicts 60 Scorch on detonation
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Properties
|
Bounces once before detonation
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Incendiary Grenades bounce once before exploding, inflicting 60 Scorch to targets caught in the blast radius. Incendiary Grenades deal high damage and feature a large blast radius, making them an excellent tool for quickly eliminating groups of enemies in PvE or applying pressure in the Crucible. Pair this grenade with Scorch melees (Incinerating Snap, Knife Trick, etc.) to force an Ignition.
Solar Grenade
Grenade Type
|
Lingering AoE
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Cooldown
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2:32
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Scorch
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Inflicts 20 Scorch on contact, 14 Scorch per second
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Properties
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Lingers for 4 seconds on impact
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Scorch Grenades detonate on impact, creating a sphere of Solar energy that lasts for four seconds (six with Touch of Flame). Anyone caught in the initial detonation will suffer from 20 Scorch stacks, and anyone who stays inside the AoE effect will suffer from 14 Scorch stacks per second. Warlocks can enhance this grenade with the Touch of Flame Aspect, causing the grenade to spew out lava blobs that deal high damage. Overlapping Solar Grenades do not deal bonus damage excluding the lava blobs generated from the Warlock's Touch of Flame Aspect.
Swarm Grenade
Grenade Type
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Multi-Projectile Grenade, Tracking
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Cooldown
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1:31
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Scorch
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Inflicts 5 Scorch per nanite (40 total)
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Properties
|
Spawns 8 nanites with tracking capabilities
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Swarm Grenades split into eight nanites on contact, floating in a tight cluster. The nanites will track any enemies that get near the cluster, dealing minor damage while inflicting x5 Scorch stacks. Assuming all nanites hit the same target, a Swarm Grenade can inflict up to 40 Scorch stacks.
Thermite Grenade
Grenade Type
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Line-Shaped AoE
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Cooldown
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2:01
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Scorch
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Inflicts 10 Scorch per pulse
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Properties
|
Pulses 4 times, damaging targets in a line
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Toss a grenade that detonates on impact, creating a fissure of flame that highly damages targets. Thermite Grenades pulse four times before dissipating, releasing a wave of flame once per second. Each wave inflicts 10 Scorch.
Tripmine Grenade
Grenade Type
|
Motion-Detecting Trap
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Cooldown
|
2:01
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Scorch
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Inflicts 40 Scorch on detonation
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Properties
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Detonates when motion is detected, explodes in a line-shaped AoE
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Throw an explosive trap that projects a faint laser, lasting for ten seconds. Any enemies that walk past your Tripmine Grenade will cause the grenade to arm, detonating after a short delay. This line-shaped explosion inflicts 40 Scorch stacks and deals heavy damage. Perceptive Guardians can shoot the Tripmine Grenade to destroy it. Hunters can use the Young Ahamkara's Spine Exotic gloves to greatly improve the Tripmine Grenade's HP while removing all damage falloff from the explosion.
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Solar Melee Abilities
(Hunter) Knife Trick
Melee Type
|
Projectile
|
Cooldown
|
1:22
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Scorch
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Inflicts 20 Scorch per knife (60 total)
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Properties
|
Throws three burning knives
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Knife Trick throws out three knives that fan out in a wide cone, inflicting 20 Scorch on contact. It's possible to land all three knives on the same target if you're at point-blank range, allowing Knife Trick to inflict 60 Scorch stacks while dealing heavy damage.
(Hunter) Lightweight Knife
Melee Type
|
Projectile, Utility
|
Cooldown
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1:40
|
Properties
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Precision hits grant Radiant for 10 seconds
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Throw a precise throwing knife that can deal precision damage. Landing a precision hit with this melee grants Radiant for 10 seconds (15 with Ember of Solace). Unlike Weighted Throwing Knife, Lightweight Knife doesn't have a wind-up animation and deals less damage.
(Hunter) Proximity Explosive Knife
Melee Type
|
Projectile, Explosive
|
Cooldown
|
1:51
|
Properties
|
Attaches to surfaces and detonates when targets approach
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The Proximity Explosive Knife is similar to the Tripmine Grenade. This knife attaches to surfaces and detonates when enemies approach, dealing moderate damage over a small radius. While this melee doesn't inflict Scorch on its own, the Caliban's Hand Exotic causes the Proximity Explosive Knife to inflict 60 Scorch stacks on detonation and a full Ignition from kills.
(Hunter) Weighted Throwing Knife
Melee Type
|
Projectile
|
Cooldown
|
2:17
|
Properties
|
Precision kills refund your class ability, hitting a Scorched target triggers an Ignition
|
After a short wind-up animation, you'll throw a weighted knife capable of dealing precision damage. A precision final blow will fully refund your class ability, even if you have Acrobat's Dodge equipped. Hitting a Scorched target with this melee ability will cause the target to Ignite, giving this melee some add-clearing potential when paired with the right grenade or any weapon with Incandescent.
(Titan) Hammer Strike
Melee Type
|
Shoulder Charge
|
Cooldown
|
1:41
|
Scorch
|
Inflicts 40 Scorch on impact
|
Properties
|
Defeated targets Ignite
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After sprinting for a short time, pressing your melee input will perform a shoulder charge. Any targets you hit will take heavy damage and suffer from 40 Scorch stacks. If the target dies from your Hammer Strike, it will Ignite instead, dealing massive damage to any nearby enemies. This ability does not consume your melee charge if it fails to connect with a target, making Hammer Strike a solid movement tool.
(Titan) Throwing Hammer
Melee Type
|
Projectile
|
Cooldown
|
1:30
|
Properties
|
Picking up the hammer resets your melee cooldown, granting Cure if it hit an enemy
|
Throw a small hammer at your reticle, lingering on the battlefield after use. Grabbing your Throwing Hammer will reset your melee cooldown, allowing you to throw your hammer again. If your hammer hit an enemy beforehand, grabbing it will also grant x1 Cure. Throwing Hammer is an exceptionally powerful melee ability for single-target DPS, especially if buffed through Synthoceps, One-Two Punch Shotguns, and the Roaring Flames Aspect.
(Warlock) Celestial Fire
Melee Type
|
Projectile
|
Cooldown
|
1:52
|
Scorch
|
Inflicts 10 Scorch per projectile (30 total)
|
Properties
|
Release three tracking projectiles
|
Release three projectiles that aggressively track targets for a short distance. Tracking intensity and damage falloff with distance. Unlike all other Solar 3.0 melee abilities, Celestial Fire's Scorch effect does not count as a melee kill for the purposes of triggering weapon perks or Exotic effects.
(Warlock) Incinerating Snap
Melee Type
|
Projectile
|
Cooldown
|
1:23
|
Scorch
|
Inflicts 20 Scorch per projectile (100 total)
|
Properties
|
Releases five short-ranged projectiles that Scorch targets
|
Snap your fingers to spawn five short-lived embers. These projectiles can only travel a short distance (roughly ten meters) and have minor tracking. Each projectile that hits a target will inflict 20 Scorch, allowing Incinerating Snap to fully Ignite a target if all five projectiles hit. Both the projectile and the subsequent AoE inflict 20 Scorch, allowing you to force an Ignite if you aim at the feet of an enemy before casting.
Incinerating Snap's Ignite proc counts as a melee kill, allowing it to trigger effects like Swashbuckler, Karnstein Armlets, and Sunbracers.
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Solar Supers
(Hunter) Blade Barrage
Super Type
|
One And Done
|
Cooldown
|
7:35
|
Properties
|
Releases two volleys of explosive knives
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Leap into the air and release two sets of explosive knives, dealing massive damage if concentrated onto a single target. This Super releases 16 knives, increased to 20 if the Knock 'Em Down Aspect is equipped. When paired with the Star-Eater Scales Exotic, Blade Barrage is the highest burst DPS Super in the game.
(Hunter) Golden Gun - Deadshot
Super Type
|
Roaming
|
Cooldown
|
9:16
|
Duration
|
Super Drain: 10 seconds
|
Rounds: 6 shots
|
Properties
|
225 RPM, refunds a bullet when an Ignition is created
|
Manifest a flaming version of The Last Word that deals massive damage for six shots. This version of Golden Gun can not land precision damage, but this variant does gain additional shots whenever you trigger an Ignition. An easy way to trigger Ignites is to use the Ember of Combustion Aspect, Igniting targets with each Golden Gun kill. Regardless of your current magazine, this version of Golden Gun will expire after ten seconds.
(Hunter) Golden Gun - Marksman
Super Type
|
Roaming
|
Cooldown
|
9:16
|
Duration
|
Super Drain: 10 seconds (15 with Knock 'Em Down)
|
Rounds: 3 shots
|
Properties
|
140 RPM, headshots spawn Orbs of Power and buff damage
|
Wield a flaming version of Hawkmoon with three shots. Each round from Marksman Golden Gun can deal precision damage, increasing the damage of your next Golden Gun shot per headshot you land. Each headshot also spawns two Orbs of Power for your allies. This Super lasts ten seconds by default, extended to 15 seconds if the Knock 'Em Down Aspect is equipped.
(Titan) Burning Maul
Super Type
|
Roaming
|
Cooldown
|
8:20
|
Properties
|
Heavy attacks spawn fire tornados
|
Burning Maul is a roaming Super that gives you a massive melee weapon. Your light attack causes you to spin forward, damaging targets with multi-hit attacks. The heavy attack slams the maul into the ground, creating a flame tornado that tracks targets for a few seconds. Despite the name and heavy attack description. Burning Maul has no synergy with Solar 3.0 keywords, notably Scorch and Ignite.
(Titan) Hammer Of Sol
Super Type
|
Roaming
|
Cooldown
|
9:16
|
Properties
|
Hammers can be thrown, exploding on impact
|
Wield a throwing hammer that explodes on impact, dealing heavy damage to anyone caught in the blast radius. If the Sol Invictus Aspect is equipped, your hammers will spawn Sunspots on impact. Standing in these Sunspots will buff your throwing speed while extending Hammer of Sol's duration.
(Warlock) Daybreak
Super Type
|
Roaming
|
Cooldown
|
9:16
|
Scorch
|
Inflict 30 Scorch on projectile impact (if Dawn Chorus is equipped)
|
Properties
|
Release explosive projectiles from your Daybreak sword
|
Wield a flaming sword that releases flaming projectiles with each swing. While Daybreak is active, your glide is swapped for Burst Glide, air control is massively increased, and Icarus Dash gains a second charge if that Aspect is equipped. Daybreak's projectiles also inflict 30 Scorch stacks if the Dawn Chorus Exotic is equipped.
(Warlock) Well Of Radiance
Super Type
|
One And Done
|
Cooldown
|
6:57
|
Properties
|
Create a massive Rift that grants x3 Restoration and Radiant
|
Plant your Daybreak sword into the ground to project a massive Rift. You and all allies that stand within this Rift gain Radiant, a buffed version of x2 Restoration, and added damage resistance. Exotics that affect your Warlock Rifts also work with Well of Radiance, notably Lunafaction Boots. Killing targets while standing inside your Well of Radiance will count as Super kills, triggering Fragments like Ember of Combustion.
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Hunter Solar Aspects
On Your Mark
|
Precision final blows grant you and nearby allies increased weapon handling and reload speed for a short duration. Stacks 3 times. Activating your class ability immediately grants maximum stacks.
3 Fragment Slots
|
Knock 'Em Down
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Your Solar Supers are enhanced. Golden Gun - Deadshot has increased damage resistance. Golden Gun - Marksman has increased damage resistance and duration, and Blade Barrage launches more projectiles.
While Radiant, final blows with your equipped Throwing Knife fully refund your melee energy.
2 Fragment Slots
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Gunpowder Gamble
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Defeat targets with abilities, Solar debuffs, or Solar weapons to charge up an improvised Solar explosive. When charged, throw a solar explosive that can be shot in midair to cause an ignition.
1 Fragment Slot
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On Your Mark
On Your Mark is a reworked version of Chains of Woe, increasing reload speed and handling for yourself and nearby allies with each precision kill. This effect lasts for 12 seconds and can immediately reach maximum stacks upon dodging. You effectively have 100 handling and reload speed while this passive is active. This is also the only Solar Hunter Aspect that grants three Fragment slots.
Knock 'Em Down
Knock 'Em Down grants 15% damage resistance to both Golden Gun variants, and the three-shot variant lasts 50% longer. Blade Barrage releases two more knives per barrage, increasing its overall area coverage and damage output. Additionally, this Aspect also lets you make an infinite melee loop if you're Radiant—one of Solar 3.0's keywords. Consider using Ember of Torches with this Aspect to proc Radiant on a melee hit, refreshing your melee ability on a successful kill.
Gunpowder Gamble
Gunpowder Gamble Stacks
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1 Stack
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Solar weapon final blows
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3 Stacks
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Solar final blows on miniboss targets, Scorch kills (PvE)
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4 Stacks
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Solar ability final blows, Scorch kills (PvP)
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6 Stacks
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Solar Super final blows
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Gunpowder Gamble is an entirely new effect for Gunslingers. While equipped, every Solar-related kill will grant stacks of Gunpowder Gamble. At six stacks, your next grenade will be a stick of dynamite. Throwing the dynamite will immediately draw your equipped weapon, letting you shoot the grenade midair to trigger an Ignite. The grenade detonates after a few seconds if it isn't prematurely detonated, and it can stick to surfaces and targets.
The damage is equivalent to a rocket launcher shot in PvE with a large blast radius, and it's comparable to a Tripmine Grenade in PvP. Gunpowder Gamble has a 15-second cooldown before you start accumulating stacks again.
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Titan Solar Aspects
Roaring Flames
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Final blows with Solar abilities or ignitions increase the damage of your Solar abilities. Stacks 3 times.
2 Fragment Slots
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Sol Invictus
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Solar ability final blows, Hammer of Sol impacts, and defeating scorched targets creates Sunspots. Your abilities regenerate faster, and your Super drains more slowly while standing in a Sunspot.
Sunspots apply scorch and deal damage to targets inside. Entering a Sunspot applies restoration.
2 Fragment Slots
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Consecration
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While sliding, activate your charged melee ability to launch a wave of Solar energy forward, damaging and scorching targets in front of you as you leap into the air.
While airborne, activate your charged melee again to slam to the ground and create a second larger wave of damaging Solar energy. If the wave hits a scorched target, they ignite.
2 Fragment Slots
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Roaring Flames
Roaring Flames has been left mostly unchanged from its previous version. Kills with Solar abilities will grant a 20% damage buff for ten seconds. This effect can stack up to three times, each stack refreshing the buff's duration. This bonus damage applies to all Solar abilities, including your Throwing Hammer and Consecration Aspect.
Sol Invictus
Sol Invictus will cause most Solar final blows to spawn Sunspots, flaming tornados that inflict Scorch to targets inside. Standing in a Sunspot will grant x1 Restoration, and your abilities will recharge 50% faster. Walking out of the Sunspot will cause this buff to persist for five seconds, ten if the Phoenix Cradle Exotic is equipped.
Consecration
Consecration works similarly to Howl of the Storm on Stasis, granting a new melee attack while sliding. Pressing the melee input mid-slide will cause your Titan to uppercut the enemy with two hammers, dealing moderate damage while inflicting Scorch. If you press the melee key again while in midair, you'll slam the ground, causing Scorched targets to explode while releasing a wave of energy from your hammers. This ability deals immense damage and synergizes nicely with Roaring Flames and melee Exotics like Synthoceps. Using this melee attack consumes your melee charge. Kills with Consecration count as melee kills.
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Warlock Solar Aspects
Icarus Dash
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Press your airborne key to dodge quickly while airborne. While Heat Rises is active, you have an additional dodge. While airborne, rapidly defeating targets with your Super or weapon grants yourself Cure.
2 Fragment Slots
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Heat Rises
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You can fire weapons, melee, and throw grenades while gliding. Hold your grenade to activate Heat Rises, healing yourself and nearby allies. Consuming a Healing Grenade grants a stronger Cure effect. Final blows while airborne increase the duration of Heat Rises and grant melee energy.
2 Fragment Slots
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Touch Of Flame
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Your Healing, Solar, Firebolt, and Fusion Grenades have enhanced functionality. Healing Grenades have stronger cure and restoration effects. Solar grenades last longer and periodically emit blobs of lava. Firebolt grenades have a larger search radius and maximum target count. Fusion Grenades explode twice.
2 Fragment Slots
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Icarus Dash
Icarus Dash has been left untouched with Solar 3.0. Pressing a dedicated key will cause your Warlock to dash in the direction you're moving, granting you a small burst of momentum. You can use this dash midair. Icarus Dash has a four-second cooldown between uses. If you have Heat Rises or Daybreak active, Icarus Dash may be used twice before it enters cooldown. Icarus Dash works best when you're already carrying a lot of momentum, so consider using Burst Glide with this Aspect to quickly build up speed. Triple kills also grant a Cure x1 effect to yourself while airborne.
Heat Rises
Heat Rises allows you to fight while gliding at all times and grants +20 airborne effectiveness passively. Additionally, you can consume your grenade to activate Heat Rises, a buff that grants +50 to a gun's in-air effectiveness stat, granting a total of +70 airborne effectiveness to all weapons. Defeating targets midair will extend the duration of Heat Rises and grants 20% melee energy. Pair this Aspect with the Sunbracers Exotic to throw a never-ending chain of melee abilities and Solar Grenades. You can also use this ability in PvP to trigger a panic heal for yourself and nearby allies, granting Cure x1. Healing Grenades grant Cure x2, and Healing Grenades with Touch of Flame grant Cure x3.
Touch Of Flame
Grenade Buffs
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Firebolt
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Larger targeting radius, targets an additional enemy
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Fusion
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Detonates twice
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Healing
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Grants x2 Restoration
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Solar
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Lasts 6 seconds and spews magma blobs
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Touch of Flame buffs a few of your Warlock grenades. Healing grenades provide much more effective healing. Solar grenades spew out smaller solar grenades that deal solid damage. Firebolt grenades become far more consistent, and Fusion Grenades detonate twice. The cooldowns for each grenade are left unchanged.
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All Solar Fragments
Ember Of Singeing
Ember of Singeing: Your class ability recharges faster when you Scorch targets.
After you inflict Scorch onto a target, your class ability will recharge 300% faster. Increasing your class ability stat—Mobility for Hunters, Resilience for Titans, and Recovery for Warlocks—will enhance Singeing's regeneration speed. Any source of Scorch can trigger this effect, including Exotic weapons like Skyburner's Oath.
Ember Of Benevolence
Ember of Benevolence: Applying Restoration, Cure, or Radiant to allies grants increased grenade, melee, and class ability regeneration for a short duration. -10 Discipline.
Buffing your allies with any Solar 3.0 effect will trigger Ember of Benevolence, increasing ability regeneration by 200% for six seconds. Unlisted in the description, any source of health regeneration can trigger this Fragment, not just Cure. This includes Lumina, Healing Rifts, and Phoenix Cradle. Sources of flat HP—notably Precious Scars and Crest of Alpha Lupi—do not proc Ember of Benevolence.
Ember Of Beams
Ember of Beams: Your Solar Super projectiles have stronger target acquisition. +10 Intellect.
All Supers that release projectiles—Hammer of Sol, Daybreak, and Blade Barrage—will benefit from greatly increased aim assist while this Fragment is equipped. In most instances, your projectiles will bend slightly towards the enemy mid-flight, making it much easier to hit a moving target. It's unclear if this Fragment benefits Golden Gun.
Ember Of Empyrean
Ember of Empyrean: Solar weapon or ability final blows extend the duration of Restoration and Radiant effects applied to you. -10 Resilience.
While you are affected by Radiant or Restoration, defeating targets with your Solar weapons or abilities will extend the duration of both effects by four seconds. Unlisted in the description, this Fragment also extends the maximum duration of both buffs to 12 seconds. With enough enemies to fight, it's possible to maintain Radiant and Restoration for minutes at a time.
Empyrean has a few unintuitive quirks worth noting:
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Ember of Solace does not override Empyrean's 12-second duration cap.
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If an ability grants Restoration or Radiant while it's already active, your buff's duration will be reset.
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For example, standing in a Loreley Splendor Sunspot will reset your Restoration effect to seven seconds.
Ember Of Combustion
Ember of Combustion: Final blows with your Solar Super cause targets to Ignite and spawn a Firesprite. +10 Strength.
Combustion does what you'd expect.Super final blows cause the target's corpse to Ignite, spawning a Firesprite in the process. All Ignite-altering Fragments affect Combustion's on-kill effect. This Fragment also allows Deadshot Golden Gun to refund a bullet after every kill. There is no cooldown to the Ignitions, although the Firesprite generation has a five-second cooldown between each activation. Ember of Combustion works in PvE and PvP.
Ember Of Torches
Ember of Torches: Powered melee attacks against combatants make you and nearby allies Radiant. -10 Discipline
All charged melee abilities now grant Radiant when they hit a target, lasting eight seconds. Allies within close proximity—an area about the size of a Warlock Rift—will also become Radiant. Despite stating it only works on combatants, Ember of Torches works against enemy Guardians in the Crucible and Gambit. You can pair this with the Hunter's Knock 'Em Down Aspect to refund your melee ability upon landing a melee final blow. With Ember of Solace or Empyrean equipped, this effect can be extended to 12 seconds.
Ember Of Char
Ember of Char: Your Solar Ignitions spread Scorch to affected targets. +10 Discipline.
Ignites inflict 40 Scorch to all targets damaged by the explosion, regardless of how far they were from the Ignited target. The Scorch applied is increased to 60 stacks if Ember of Ashes is also equipped.
Ember Of Tempering
Ember of Tempering: Solar weapon final blows grant you and your allies increased recovery for a short duration. Stacks 3 times. While Ember of Tempering is active, your weapons have increased airborne effectiveness and spawn Firesprites on kill. -10 Recovery.
Each stack of Tempering grants one tier of Recovery, the equivalent of ten points. You can stack this buff three times, granting up to +30 Recovery. Beware that the Fragment comes with a Recovery penalty, so the most this Fragment will ever grant is +20 Recovery. All weapons also receive +20 Airborne Effectiveness while Ember of Tempering is active. Airborne Effectiveness does not increase with multiple stacks.
While Ember of Tempering is active, your Solar weapon kills will generate a Firesprite on each kill. You may only spawn a Firesprite this way once every five seconds.
Ember Of Blistering
Ember of Blistering: Defeating targets with Solar Ignitions grants grenade energy.
Each target defeated by an Ignite will grant around 10% grenade energy. Keep in mind that Ignites tend to kill multiple targets per detonation, so the energy returns from this Fragment can be quite substantial in enemy-rich environments.
Ember Of Solace
Ember of Solace: Radiant and Restoration effects applied to you have increased duration.
Radiant and Restoration buffs receive different duration increases with this Fragment. Radiant lasts 15 seconds, reduced to 12 seconds if your source of Radiant is Ember of Torches. Restoration lasts for seven seconds regardless of source. Ember of Empyrean is not affected by this Fragment.
Ember Of Eruption
Ember of Eruption: Your Solar Ignitions have increased area of effect. +10 Strength.
Eruption increases an Ignite's explosion radius from 8 to 12 meters. All Ignite sources benefit from this Fragment, and it makes landing multikills with a single explosion far easier.
Ember Of Ashes
Ember of Ashes: You apply more Scorch stacks on targets.
All sources of Scorch apply 50% more stacks. This affects abilities and weapons that can inflict Scorch in any capacity. For example, Incandescent will inflict 45 Scorch instead of 30, allowing you to trigger an Ignite in three kills instead of four. Pair this Fragment with a Starfire Protocol build to trigger Ignites much more frequently.
Ember Of Wonder
Ember of Wonder: Rapidly defeating multiple targets with Solar ignitions generates an Orb of Power. +10 Resilience.
Defeating two or more targets with a single Ignite will spawn an Orb of Power, granting as much Super energy as a Siphon mod on your helmet. This Orb spawns for you and your allies, and it can trigger Orb-related perks and armor mods. This Fragment has an eight-second cooldown before it can trigger again.
Ember Of Searing
Ember of Searing: Defeating Scorched targets grants melee energy and spawns a Firesprite. +10 Recovery.
Each Scorched target you kill will grant around 10% melee energy, making it far easier to recharge your melee ability for all classes. Titans can make great use of this with their Consecration Aspect, allowing them to refund their entire melee if they can defeat five targets in one slam. Warlocks can also use this Fragment to easily recharge Incinerating Snap, making Sunbracers much easier to use.
Additionally, Ember of Searing causes Scorched targets to drop Firesprites on death. This effect may only trigger once every five seconds.
Ember Of Mercy
Ember of Mercy: When you revive an ally, you and other nearby allies gain restoration. Picking up a Firesprite grants restoration. +10 Resilience.
Reviving an ally grants you and all nearby allies x1 Restoration for two seconds, affected by Ember of Solace. This Fragment also grants x1 Restoration for two seconds upon grabbing a Firesprite, affected by Ember of Solace.
Ember Of Resolve
Ember of Resolve: Solar grenade final blows cure you.
Solar grenade final blows grant x1 Cure, unaffected by Aspects or Fragments. Ember of Resolve does not have an internal cooldown and works in PvE and PvP.
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Next: Destiny 2: A Complete Guide To Arc 3.0